See	discussions,	stats,	and	author	profiles	for	this	publication	at:	http://www.researchgate.net/publication/222991420
Defining	the	virtual	tourist	community:
implications	for	tourism	marketing
ARTICLE		in		TOURISM	MANAGEMENT	·	AUGUST	2002
Impact	Factor:	2.57	·	DOI:	10.1016/S0261-5177(01)00093-0
CITATIONS
134
DOWNLOADS
1,495
VIEWS
497
3	AUTHORS,	INCLUDING:
Youcheng	Wang
University	of	Central	Florida
52	PUBLICATIONS			1,152	CITATIONS			
SEE	PROFILE
D.R.	Fesenmaier
Temple	University
110	PUBLICATIONS			2,089	CITATIONS			
SEE	PROFILE
Available	from:	D.R.	Fesenmaier
Retrieved	on:	15	June	2015
Tourism Management 23 (2002) 407–417
Defining the virtual tourist community: implications for
tourism marketing
Youcheng Wang*, Quaehee Yu, Daniel R. Fesenmaier
National Laboratory for Tourism and e-Commerce, Department of Leisure Studies, University of Illinois at Urbana-Champaign,
Champaign, IL 61820, USA
Received 14 May 2001; accepted 14 August 2001
Abstract
The notion of community has been a central element of the Internet since its inception. Though research on virtual communities
have been extensive the concept appears to be ill defined and the understanding of members’ needs remains fragmented. The purpose
of this article is to identify a theoretical foundation of the concept of a virtual tourist community based upon the core characteristics
of virtual communities and the fundamental needs of community members. Perspectives of how one can define and interpret virtual
communities within the tourism industry are discussed and issues related to the functions of virtual communities are explored from
the member’s viewpoint. Implications are made regarding virtual communities in the travel industry from marketing and design
perspectives. r 2002 Elsevier Science Ltd. All rights reserved.
Keywords: Virtual community; e-Commerce; Communication; Marketing; Tourism
1. Introduction
The notion of community has been at the heart of the
Internet since its inception. For many years scientists
have used the Internet to share data, collaborate on
research, and exchange messages. Within the last few
years, millions of computer users worldwide have begun
to explore the Internet and engage in commercial online
activities. Many have joined one or more of the online
communities that have sprung up to serve consumer
needs for communication, information, and entertain-
ment. In the 1990s the convergence of e-mail, groupware
systems, and the World Wide Web has given many
people the experience of participating in groups where
they have little or no face-to-face interaction (Cothrel &
Williams, 1999). Kozinets (1999) estimated that by the
year 2000 over 40 million people worldwide participated
in ‘virtual communities’ of one type or another, and
prodigious growth in the quantity, interests, and
influence of virtual communities is guaranteed. Mea-
sured by this momentum, it is clear that virtual
communities will gain greater importance in the future.
Starting in 1997 virtual communities began to be
depicted as central to models of commercial Internet
development as well as to the future of narrow casting
and mass customization in the wider world of marketing
and advertising (Werry, 1999). Amstrong and Hagel
argue that traditional business functions, especially
those in direct contact with customers such as marketing
and sales, will be significantly transformed in a
community environment. This fluid and dynamic
revolution is also true in the travel industry when it is
becoming easier than ever before to ‘‘travel’’ the world
and stay in touch with people who live far away. In the
travel industry the Web is becoming our collective
‘‘travel square’’ as more and more travelers are turning
to online travel communities to fulfill their travel-related
tasks, ranging from seeking travel information and tips,
making travel transactions, fostering relationships with
people from far away, finding travel companions, or
simply playing games for entertainment purposes. At the
same time, travel organizations are beginning to realize
the importance of utilizing the power of virtual com-
munities in their endeavor of relationship marketing.
However, for travel organizations including travel
suppliers and intermediaries, establishing and maintain-
ing such communities offer both special opportunities
and challenges. On the one hand such a community
*Corresponding author.
E-mail addresses: ywang13@uiuc.edu (Y. Wang), qyu@uiuc.edu
(Q. Yu), drfez@uiuc.edu (D.R. Fesenmaier).
0261-5177/02/$ - see front matter r 2002 Elsevier Science Ltd. All rights reserved.
PII: S 0 2 6 1 - 5 1 7 7 ( 0 1 ) 0 0 0 9 3 - 0
erases boundaries created by time and distance and
makes it dramatically easier for people to obtain
information, maintain connections, deepen relation-
ships, and meet like-minded souls that they would
otherwise never have met. On the other hand, the
successful operation of a virtual community depends
largely on whether these organizations have a compre-
hensive understanding of the essence of a virtual
community and how much they know their members
in terms of who and what their fundamental needs are in
the context of virtual communities. A basic under-
standing of the essence of a virtual community is a
prerequisite for any organization operating a virtual
community to be clear about their mission, purpose, and
the right direction to take to achieve their goal.
Understanding members and their needs is also essential
in virtual community development since members are
the pulse of any community and without them, there is
no community (Preece, 2000). Unfortunately, the phrase
‘virtual community’ has been widely used by different
people to denote different things, and there is a
substantial confusion over the definition of the term
‘virtual community’. Moreover, though there is exten-
sive research on virtual communities, this research
appears fragmented given the importance of the under-
standing of the members’ needs in virtual community
development. The purpose of this study is to identify the
theoretical foundation for the concept of a virtual
community, providing clarifications of the core char-
acteristics of virtual communities and the fundamental
needs of community members. Perspectives of how to
define and interpret virtual communities are discussed
and issues related to the functions of virtual commu-
nities are explored from the member’s viewpoint.
Implications are made to virtual communities in the
travel industry from marketing and design perspectives.
2. Theoretical foundations
People have different understandings of a virtual
community, depending on their specific needs and the
context in which they visit a virtual community. For
some, it conjures up warm, fuzzy, reassuring images of
people chatting and helping each other. For others, it
generates dark images of conspiracy, subversive and
criminal behavior, and invasion of privacy (Preece,
2000). Superficially, the term virtual community is not
hard to understand, yet it is slippery to define. What
makes it more difficult is owing to the fact that in a
multidisciplinary field such as tourism, many definitions
take a relatively narrow disciplinary perspective.
Further complications arise when a topic suddenly
becomes popular and the term takes on a buzzword
status, such as the widespread use of the term by
e-commerce entrepreneurs. However, what remains
stable as a reference point in the definition of virtual
community is the notion of community within the
physical world. Dictionary definitions, for example,
describe a virtual community as groups living together
and/or united by shared interests, common goals,
activities, and groups and individuals who cooperate
to share resources and satisfy each other’s needs. Some
definitions include enjoyment and pleasure, while others
strongly associate community with a physical locale,
such as a village or town. The need to respect the
feelings and property of others is also mentioned, along
with the importance of governance systems to ensure
that this happens. All these attributes appear to describe
online communities, but their relative importance is
debated.
Researchers in this field have been trying to abstract
the essence of the virtual community and define it in a
way that is acceptable to the majority of the people, if
not all of them. Among them the most prominent ones
include Fernback and Thompson (1995), Powers (1997),
Armstrong and Hagel (1997), Rosenblatt (1997), Shel-
ton and McNeeley (1997), Smith and Kollock (1999),
and Preece (2000). The most often cited definition of a
virtual community is first given by Rheingold (1994) as:
‘‘social aggregations that emerge from the Net when
enough people carry on those public discussions long
enough, with sufficient human feelings, to form webs
of personal relationships in cyberspace. A virtual
community is a group of people who may or may not
meet one another face to face, and who exchange
words and ideas through the mediation of computer
bulletin boards and networks’’. (p. 57–58)
Rheingold’s definition resulted from his seven-year
involvement in the Whole Earth ‘Lectronic Link
(WELL), an early online community developed in the
San Francisco Bay Area. He also tried to describe and
explain activities that people engaged in, their reasons
for participating, and the way they communicated in
online communities. Rheingold captured the essence of
online community in a way that endures today in a
single paragraph. He wrote:
In cyberspace, we chat and argue, engage in
intellectual discourse, perform acts of commerce,
exchange knowledge, share emotional support, play
games and metagames, flirtyWe do everything
people do when people get together, but we do it
with words on computer screens, leaving our bodies
behindyour identities commingle and interact elec-
tronically, independent of local time and location
(Rheingold, 1994, p. 58).
Rheingold’s description of his experience in the
WELL is almost as relevant today as in 1994. But when
a topic like online communities captures the enthusiasm
of different groups with different expertise and goals,
Y. Wang et al. / Tourism Management 23 (2002) 407–417408
inevitably, a range of definitions emerge that reflect
these differences. As a result, the definition of an online
community actually comes to reflect the perspectives
taken by these different groups, ranging from multi-
disciplinary, sociology, technology, and e-commerce
viewpoints. For example, key characteristics of online
communities had been identified from a multidisciplin-
ary perspective by a group of human computer
interaction professionals in 1996 in a conference on
the theory and practice of physical and network
communities (Whittaker, Issacs, & O’Day, 1997), and
these core attributes of online communities include:
(1) members have a shared goal, interest, need, or
activity that provides the primary reason for belonging
to the community; (2) members engage in repeated,
active participation, and often, intense interactions,
strong emotional ties, and shared activities occur among
participants; (3) members have access to shared
resources, and policies determine the access to those
resources; (4) reciprocity of information, support, and
services among members; and (5) shared context of
social conventions, language, and protocols (Preece,
2000).
From a sociological perspective, sociologists have
been struggling to define community. For years,
researchers have defined and redefined the concept
(Wellman, 1997). Initially, communities were defined
by physical features such as size and location; more
recently, the strength and type of relationships among
people seemed more promising criteria for defining
communities when commuting became a way of life and
cheaper transportation made it easier for people to join
multiple communities to satisfy different needs. The
focus on social interaction that sociologists bring to this
new field is a welcome counterbalance to the intense
technological hype often associated with the Internet
(Preece, 2000). Unfortunately, many researchers study-
ing online communities seem unfamiliar with the long
history of studying community by sociologists (Wellman
& Gulia, 1998).
At the opposite end of the social spectrum are the
technology-oriented definitions. The software that sup-
ports online communities is a frequently used shorthand
way of defining them. It is very common to hear
‘‘techies’’ refer to chat, bulletin board, listserv, Usenet
News or Web-based community (Preece, 2000). Though
such terms are concise and instantly meaningful to
insiders and this ‘‘geek speak’’ is of value only to those
who know about technology-related issues, little or
nothing is said about social organization and interac-
tion. In contrast, e-commerce entrepreneurs take a very
broad view of community. Any chat or bulletin board or
communications software can be regarded as the basis
for an online community. For them, the important issue
is what draws people to and holds people in a Web site,
so that they will buy goods or services. The success of
America Online (AOL) proves that chatting online to
friends, family, and new acquaintances is big business.
E-commerce entrepreneurs anticipate that online com-
munities not only will keep people at their sites, but will
also have an important role in marketing, as people tell
each other about their purchases and discuss banner
ads, and help and advise each other (Preece, 2000). But
it is still debatable as to whether this highly commercial
perspective of online communities complements or
devalues the concept of virtual community.
Online community has become a broad term to
describe any collection of people who communicate
online. These people can be special interest groups for
education, professional issues, and hobbies who fulfill a
specific, narrowly defined purpose, and aim to draw
only members sharing that interest. The term online
community is also often used to include community
networks. An increasing number of physical commu-
nities have community networks to link and support
community members. These networks like the WELL
typically focus on local services and community issues.
Citizens can link to the Internet but there is a strong
focus on the local community. Schuler (1996) proposes
the following core values for building community
networks: conviviality and culture, education, strong
democracy, health and human services, economic
equity, opportunity and sustainability, and information
and communication.
In her book Online Communities: Designing Usability,
Supporting Sociability, Preece (2000) provides a working
definition of online community; she states that an online
community should consist of the following elements:
people who interact as they strive to satisfy their own
needs or perform special roles; a shared purpose such as
an interest, need, information exchange, or service that
provides a reason for the community; policies that guide
people’s interactions; and computer systems which
support and mediate social interaction and facilitate a
sense of togetherness. This definition provides a frame-
work to guide developers in making operational
decisions and can be applied to a range of different
communities, including physical communities that have
become networked, communities supported by a single
bulletin board, listserv or chat software, those that are
embedded in Web sites, multi-user dungeons or domains
(MUDs) and object-oriented MUDs (MOOs), and
others. Other researchers (Etzioni, 1995; Baym, 1995)
are trying to apply traditional sociological terms to the
patterns of human interaction that develop in the
‘bodiless’ province of cyberspace and approach compu-
ter-mediated communication (CMC) research with an
eye toward the accepted wisdom of the tenets of
ethnomethodology, observation, interpretation, and
empirical verification. Cyberspace has been positioned
as the town hall, the public sphere, the virtual agora, or
just a fun ‘‘place’’ to gather and chat. Thus, community
Y. Wang et al. / Tourism Management 23 (2002) 407–417 409
and the various meanings that word evokes has become
an efficacious symbolic term for characterizing virtual
social relations.
According to these scholars, ‘‘virtual communities’’
can be described using key words such as ‘‘social’’,
‘‘relationship’’, ‘‘virtual’’, ‘‘place’’, ‘‘group of people’’,
‘‘common interests’’, and ‘‘communication’’. However,
like the terms religion or culture, community has proven
to be difficult to define. The above description of virtual
community proves that these terms have mutable
definitions that can vary widely in different disciplines
and among different individuals. Raymond Williams
has, in an attempt to discover the ‘‘essence’’ of
community, observed that community is not just a
bounded locale but also the quality of holding some-
thing in common, as in community of interests,
community of goods, a sense of community identity
and characteristics. For scholars concerned with the
human action in the domain of cyberspace, defining
social patterns of behavior in a virtual realm can become
very challenging, if not impossible. We need to ask
ourselves questions like whether the same normative
roles and modes of behavior that govern our physical
social world also apply to the virtual world and whether
we can seek empirical verification of hypotheses regard-
ing social activity that involves communities that are not
defined by place or time. We know already that many of
the assumptions we hold about the negotiation and
formation of social relationships, and particularly about
community do not seem to apply in the complex realm
of CMC (Fernback, 1999). Jones (1995) argues that with
the emergence of CMC, there is a sense that we are
embarking on an adventure in creating new commu-
nities and new forms of community, and the reproduc-
tion of space through CMC is the malleability with
which identity can be created and negotiated, and
consequently, one must question the potential of CMC
for production of social space as to whether it could
reproduce ‘‘real’’ social relations in a ‘‘virtual’’ medium.
He suggests that it is more likely that social relations
emerging from a virtual community are between the two
poles of production and reproduction, and pushing too
close to either pole puts at risk whatever new social
construction of reality may arise (Jones, 1995).
Based on the examination of all these questions and
discussions about the definition of virtual community
from a variety of perspectives, and considering the
unique characteristics of community in cyberspace, its
functions and features viewed from both theoretical
abstraction and empirical application, this paper pro-
poses the following framework to define the virtual
community concept: virtual community as place; virtual
community as symbol; and virtual community as virtual.
These sociological and theoretical notions of virtual
community can only be made feasible by the presence of
groups of people who interact with specific purposes,
under the governance of certain policies, and with the
facilitation of CMC. The interpretation and explanation
of each term in the framework will be elaborated
accordingly (see Fig. 1).
2.1. Virtual community as place
For the understanding of online community, people
often make it analogous to physical community. In the
latter, people group themselves into aggregated physical
villages that they call communitiesFurban, rural, or
suburban; people also group themselves into symbolic
subdivisions based on lifestyle, identity, or character
that they call communitiesFreligious, professional, or
philosophical. The community ideology has been deeply
rooted in our society, and we have historically asso-
ciated community with place (Fernback, 1999). Analo-
gously, a virtual community can be conceived as a place
where people can develop and maintain social and
economic relationships and explore new opportunities.
We can perceive virtual communities as social organiza-
tions centered around certain commonalities such as
fellowship (e.g., Jewish or Amish communities), profes-
sion (e.g., WELL) or interest (e.g., wine.com). They are
places where discussions about commitment, identity,
conflict resolution, tensions between the collectives and
the individual, and negotiation of community bound-
aries are conducted.
Part of the reason why these approaches to defining
virtual community are attached to a sense of place might
be the historic affiliation between place and community,
despite vast societal and communication changes
brought about by the communication technology
advancement. It is appropriate to say that the essence
People Purpose
Policy
Computer
systems
Place
Symbol Virtual
Virtual
Community
Fig. 1. A conceptual model for the definition of virtual community.
Y. Wang et al. / Tourism Management 23 (2002) 407–417410
of community is making a home because it is one’s heart
that brings virtual community members together from
near and far, whether it is based on interest, profession,
or religion.
Though it seems difficult to conceive of cyberspace as
a place for community when the creation and control of
place itself is directed by concerns such as power,
authority, and dominance, certain material dimensions
of physical space can be reinvented in cyberspace.
Benedikt (1991) argues that virtual space is parallel to
physical space in that:
Cyberspace has geography, a nature, and a rule of
human law. In cyberspace the common man and the
information worker can search, manipulate, create
or control information directly; he can be enter-
tained or trained, seek solitude or company, win or
lose poweryindeed, can ‘‘live’’ or ‘‘die’’ as he will.
(p. 123)
Thus, one cannot conclude that because we cannot see
‘‘it’’ so ‘‘it’’ does not exist. Hillis (1997) suggests that
virtual worlds are being positioned as the ideal public
sphere for imaginative subjectivities believing themselves
virtually freed of bodily constraints. Virtual community
as a place might be a slippery and an unimaginary
notion for those outside of it, but to those insiders, it is a
solid place in their hearts and souls.
2.2. Virtual community as symbol
Community, like other social constructs, embodies a
symbolic dimension (Cohen, 1985). In the process of
community creation, we tend to symbolically attach
meaning to the community we belong to regardless the
social or geographical characteristics of the community.
In such an entity of community laden with symbolic
meaning, we seek substance rather than form. One
standard of measuring virtual community is to see
whether the community constructed can provide mean-
ing and identity to its community members. In this
sense, virtual community is a very personal thing and
only the individual can tell if he or she feels a part of the
community. If that feeling is lacking, then for that
person the community may as well not exist. Thus, the
notion of virtual community addresses what Calhoun
(1980) refers to as ‘‘community as a complex of ideas
and sentiments’’ where virtual community exists in the
minds of participants. It exists because participants
define it and give it meaning. Virtual community has its
own cultural composition; it has its own collective sense,
and its own virtual ideology and symbol. It should be
noted that the symbolic dimension of virtual community
is made possible by CMC. As Jones (1995) points out,
CMC not only structures social relations, it is the space
within which the relationships occur. However, it is
more than the context within which social relations
occur, since it is commented on and imaginatively
constructed by symbolic processes initiated and main-
tained by the community between and among indivi-
duals and groups.
2.3. Virtual community as virtual
Being virtual is one of the most important defining
characteristics which distinguishes virtual communities
from physical ones. Virtual communities are character-
ized by common value systems, norms, rules, and the
sense of identity, commitment, and association that also
characterize various physical communities. However,
the notion of virtual community is inherently unique
because of the new element in the virtual community’s
definitional mixFcomputers which affect our ways we
think about community, especially in a virtual way.
As suggested previously, the virtual community exists
in the minds of participants; this, however, does not
mean that virtual community exists solely in the minds
of the participants. It also exists in the connection
between what social constructs the user imagines and
the CMC-generated representations of these constructs
(Fernback, 1999). Thus if we log on, form relationships
in cyberspace, and believe we have found community, it
is real for us. In fact, Watson (1997) claims that there is
no true distinction between ‘‘virtual’’ community and
‘‘real’’ community since the term ‘‘virtual’’ means
something akin to ‘‘unreal’’ and so the entailments of
calling online communities ‘‘virtual’’ include spreading
and reinforcing a belief that what happens online is like
a community, but isn’t really a community. This may
explain why people in the offline world tend to see online
communities as virtual, but participants in the online
communities see them as quite real. But if one agrees
that communication is the core of any community, then
a virtual community is real whether it exists within the
same physical locality or half a world away.
3. Operational elements of virtual tourist community
It can be seen from the above discussion that a virtual
community is place in manifestation, symbolic in nature,
and virtual in form. Virtual community is not an entity
but rather a process defined by its members. It possesses
many essential traits as physical communities and the
substance that allows for common experience and
meaning among members. Judging by these criteria
not all virtual social gatherings are virtual communities.
Without the personal investment, intimacy, and com-
mitment that characterizes our ideal sense of commu-
nity, some on-line discussion groups and chat rooms are
nothing more than a means of communication among
people with common interests (Bromberg, 1996).
In addition, a more comprehensive and complete
Y. Wang et al. / Tourism Management 23 (2002) 407–417 411
understanding of the virtual community requires an
examination of elements at a more operational level.
These elements include people, purpose, policy, and
computer systems.
3.1. People
People are the heart of the community and without
them, there is no community. Vibrant discussions, new
ideas, and continually changing content distinguish
online communities from Web pages (Preece, 2000).
People in online communities play different roles, and
such roles can have positive or negative impact on a
community. Some roles that have been identified
include: moderators and mediators, who guide discus-
sions and serve as arbiters in disputes; professional
commentators, who give opinions and guide discussions;
general participants, who contribute to discussion; and
lurkers, who silently observe.
3.2. Purpose
The purpose of a virtual community helps to under-
stand what it wants to accomplish, who is the target
audience, and how participating in the community
would benefit the members. The purpose of the
community also helps to define both its structure, and
what resources (time, information, and expertise) will be
needed to run the community. Communities that have
clearly stated goals appear to attract people with similar
goals; this creates a stable community in which there is
less hostility. A successful community serves a clear
purpose in the lives of its members and meets the
fundamental goals of its owners. Though communities
evolve, and the purpose will change along with the
shifting social and economic landscape of the Web,
articulating the purpose up front will help to focus
thinking and create a coherent, compelling, and
successful Web community.
3.3. Policy
Community needs policy to direct online behavior.
Specifically, policies are needed to determine: require-
ments for joining a community, the style of commu-
nication among participants, accepted conduct, privacy
policies, security policies, and repercussions for non-
conformance. Unwritten codes of conduct may also
exist. The nature of the policies that govern the
community and how they are presented can strongly
influence who joins the community and its character.
3.4. Computer systems
It is computer systems that make online community a
new phenomenon by supporting and mediating social
interaction and facilitating a sense of togetherness. The
Internet has two particularly important roles: to enable
millions of people to access vast quantities of informa-
tion and to enable them to communicate with each
other. Both are important to the success of online
communities.
4. Functions of virtual communities from the users’
perspective
A successful virtual community must attract and keep
enough members to make it worthwhile, and conse-
quently a community builder has to focus on the specific
benefits the members will realize by joining the commu-
nity. The community will be doomed to fail if the basic
needs of its members have not been met. The answers to
questions regarding why people go to an online
community and what draws them there are not simple
ones and the reasons usually vary. Some may want
information or support, to interact with others, others
may want to have fun, meet new people, voice their own
ideas, or make transactions. These questions may even
become more complex owing to different purposes of
virtual communities and the personality of their
members. Communities that have clearly stated goals
appear to attract people with similar goals and needs
which ultimately influence their online behavior. Preece
(2000) identified four basic purposes of online commu-
nities based on the tasks in which they are involved:
exchange information, by which the primary goal is to
get answers to questions or to send out information which
can be either unidirectional or multidirectional; provide
support, which conveys empathy, expresses emotion
verbally or nonverbally; chat and socialize informally
through synchronous communication; and, discuss ideas
which usually requires guidance from a moderator.
The needs of online community members may also be
determined by the members themselves. It goes without
saying that members come in all shapes and sizes with
different personalities, abilities, experiences, and re-
sources (Preece, 2000). They also have many things in
common in that they share common emotional,
psychological, and physiological characteristics, just by
virtue of being human. Yet within these general
categories, individual differences of community mem-
bers will strongly impact how their needs will be defined.
Considerable well-documented research has been con-
ducted by psychologists and physiologists in an effort to
understand human characteristics and their diverse
needs (Jefferies, 1997; Dix, Finlay, Abowd, & Beale,
1998). Shneiderman (1998) discussed the dimensions of
human diversity and how this diversity results in their
diverse needs. These dimensions include physical,
cognitive and perceptual, personality, cultural, experi-
ence, gender, age, and capability.
Y. Wang et al. / Tourism Management 23 (2002) 407–417412
In their book Community of Commerce, Bressler and
Grantham (2000) suggest that when belonging to a
community, be it physical or online, people fulfill a
number of basic psychological needs. It’s because of this
social psychology that communities have become such a
powerful organizing force in the world of commerce.
For all of human history, communities have provided
the ‘‘where’’ of learning new roles, coping with changes,
and finding places of refuge in difficult times. They claim
that virtual community meets four basic psychological
needs: identification, unity, involvement, relatedness. By
providing a sense of identification, communities help us
answer the question, ‘‘Who am I?’’ By providing
evidence of our unity with other people, values, and
norms, communities helps us answer the question,
‘‘What am I a part of?’’ In feeling united with a group,
one not only gains a sense of belonging, one also gains a
sense of oneself. By giving us avenues for involvement,
communities also answer the questions, ‘‘What connects
me to the rest of the world?’’ and ‘‘To what degree am I
in contact with other people in the community?’’ And,
by showing us clear signs of our relatedness to people
like ourselves, communities help us answer the question,
‘‘What relationships matter to me in the world?’’
However, being connected to people is not quite enough.
There has to be some feeling of reciprocity: that is, a
network of mutual understandings, obligations, and
expectations of behavior on the part of others. One
achieves a sense of wholeness by being part of a
community.
One concern community members have when they
conduct online activities is the sense of trust. When there
is trust among people, relationships flourish; without,
they wither (Preece, 2000). Most interactions among
people or organizations involve some level of trust.
Telling someone your innermost thoughts, empathizing
about a medical problem, cooperating on a project, or
purchasing a product from an e-commerce company all
require trust. Researchers posit that members go to
virtual communities for consumption purposes. Clerc
(1996) concluded that millions of consumers are forming
into groups that ‘‘communicate social information and
create and codify group-specific meanings, socially
negotiate group-specific identities, form relationships
which span from playfully antagonistic to the deeply
romantic and which move between the network and
face-to-face interaction, and create norms which serve to
organize interaction and to maintain desirable social
climates.’’ Research has also indicated that Internet
users progress from initially asocial information gather-
ing to increasingly affiliative social activities (Walter,
1995). At first, an Internet user will merely ‘‘browse’’
information sources, ‘‘lurking’’ to learn about a
consumption interest. However, as the online consumer
becomes more sophisticated in his/her Internet use, they
begin to visit sites that have ‘‘third party’’ information,
and eventually may make online contact with consumers
of that product. The pattern of relationship developed in
virtual communities of consumption is one in which
consumption knowledge is developed in concert with
social relations. Consumption knowledge is learned
alongside knowledge of the online group’s cultural
norms, specialized language and concepts, and the
identities of experts and other group members (Kozi-
nets, 1998). Eventually, what began primarily as a
search for information transforms into a source of
community and understanding.
In this process of consumption a lasting identification
is being established. The formation of this identification
as a member of a virtual community of consumption
depends largely on two nonindependent factors. The
first is the relationship that the person has with the
consumption activity. The second factor is the intensity
of the social relationships (involvement) the person
possesses with other members of the virtual community,
and the two factors will often be interrelated. Conse-
quently, the interaction modes the members take will
move from informational to relational, recreational, and
transformational.
In one of the most influential books on virtual
community Net Gain: Expanding Markets Through
Virtual Communities, Armstrong and Hagel (1997)
discussed the need for virtual community from both
the vendors’ and members’ perspectives. They believe
that virtual communities are not about aggregating
information and other kinds of resources; rather, virtual
communities are about aggregating people. People are
drawn to virtual communities because they provide an
engaging environment in which to connect with other
people. The basis of this connection is essentially based
on people’s desire to meet four basic needs: interests,
relationship, fantasy, and transaction. As consumers
most of us have passionate interests, may it be sports,
entertainments, travel, or other professional interests.
Virtual communities have created on-line services that
enable members to share information on topics of
common interest. At various stages in life, we encounter
new and intense experiences that may draw us to others
who have had a similar experience. Virtual communities
enable people with similar experiences the opportunity
to come togetherFfreed from the constraints of time
and space, and form meaningful personal relationships.
Besides, the network environments also give people
the opportunity to come together and explore new
worlds of fantasy and entertainment where they can ‘‘try
out’’ new persons and to engage in role-playing
games where everything seems possible. We have seen
a lot of this in MUDs and MOOs. Virtual communities
can also meet the members’ needs to transact by
meeting on-line through the trading of information
between participants. Members with a strong interest in
certain kinds of products and services are gathering to
Y. Wang et al. / Tourism Management 23 (2002) 407–417 413
exchange information and experiences regarding pur-
chasing.
The discussion and elaboration of members’ needs in
virtual communities throughout the community litera-
ture abounds but remains fragmented, and more work
at the conceptual level is needed. Thus, this paper
proposes a model that relates three fundamental needs
of virtual community members in their on-line activities:
functional needs, social needs, and psychological needs
(see Fig. 2).
4.1. Functional needs
Functional needs are met when community members
go online to fulfill specific activities. It can be a
transaction in which members buy and sell products or
services (Armstrong & Hagel, 1996). It also can support
information gathering and seeking for both learning
purposes and facilitating decision-making. It can be
entertainment and fantasy or the convenience or value
the virtual community provides to its members where
information can be accessed without concerns about
time and geographical limits.
4.2. Social needs
Virtual communities are socially structured, convey
social meaning, and meet social needs. These social
needs may include relationship and interactivity among
members since virtual communities give people with
similar experiences the opportunity to come together,
form meaningful personal relationships and commu-
nicate with each other in an interactive way; it may
include trust between members and community owners
and among community members which is the starting
point in online communication; it may also include the
fundamental function of any virtual communityFcom-
munication.
4.3. Psychological needs
Besides fulfilling their functional and social needs,
another basic contention of this paper is that virtual
communities can also meet some basic psychological
needs of its members and thus make the community a
part of their lives. It is because of this social psychology
that communities have become such a powerful organiz-
ing force in the world of commerce. Specifically, these
psychological needs contain identification (who are
they), involvement (what connects them), unity/belong-
ing (what are they part of), relatedness (what relation-
ships matter to them in the world), creative forms their
communications can take, and the ‘‘there’’ provided by
virtual communities in which they can learn new roles,
cope with changes, and escape their everyday lives.
It should be noted that tourism virtual communities
maintained by different organizations will differ sig-
nificantly in terms of relative focus on these basic needs.
Some will emphasize one need more than the others. But
few will be able to succeed if they address one need to
the exclusion of the others, because the strength of
virtual communities rests in their ability to address
multiple needs simultaneously.
5. Implications for marketing and design
Virtual community is regarded as one of the most
effective business models in the information age and the
rise of virtual communities in on-line networks has
provided great opportunities for both business organi-
zations and their customers (Armstrong & Hagel, 1996).
Virtual communities create new activities and powerful
capabilities by bringing together a network of users and
resources. Companies can use it to create new types of
services and to enhance their existing products and to
create new divisions and capabilities. This new business
model has substantial implications within the travel
industry in terms of their marketing strategies and the
development and design of virtual tourist communities.
For tourism organizations, virtual communities have
broadened their marketing horizon and are having a
great impact on marketing, sales, product and service
development, supplier network, information quality,
and distribution channels. Specifically, the following
implications can be drawn.
5.1. Brand building
Virtual community provides tourism organizations a
more effective method for communicating what their
products and service are all about. This brand-building
Functional Needs
Transaction Information
Entertainment Convenience
Value
Social Needs
Relationship Interactivity
Trust Communication
Escape
Psychological Needs
Identification Involvement
Belonging Relatedness
Creativity
Virtual
Community
Fig. 2. A tentative model for the functions of virtual communities
from the users’ perspective.
Y. Wang et al. / Tourism Management 23 (2002) 407–417414
process can bring brand awareness, brand loyalty,
perceived quality, and brand associations. In the travel
industry, the presence of the Web has already created
quite a number of strong new brands such as Travelocity
and Expedia, and these brands can be enhanced to a
great extent by integrating community functions. Other
travel companies have already benefited in their brand-
building endeavor by adopting virtual community as
their business model such as virtualtourist.com and
lonelyplanet.com.
5.2. Relationship building
A virtual community is regarded as the most effective
way of relationship marketing, since it blurs the line
between customers, allies, and partners. Tourism
organizations can create virtual community environ-
ments which may contain valuable options to make the
product and service better, to provide more specialized
and personalized services and thus build strong custo-
mer loyalty. This loyalty built upon the strong relation-
ship between customer and travel companies can, in
turn, lead to more consumption and sales of travel
products and services. It can also reduce marketing costs
in terms of developing new markets and retaining the
existing markets.
5.3. Category building
Tourism organizations can use virtual communities to
educate visitors about their entire category of products
and services, making them aware of new provision of
products and services. This is especially important for
market leaders, since they always need to make the
customers aware of the most recent advancement and
renovations in the development of new products and
services. At the same time, travel companies can build
their new product or service categories through the
mutual communication with customers or by analyzing
the communication between customers to find out what
they really want and need.
5.4. Cost reduction
Virtual communities can be the cheapest form for
information dissemination and customer interaction.
This is especially true for tourism organizations
considering the large amount of information consump-
tion and the information-intense nature of tourism
products and services (Buhalis, 1998). This cost reduc-
tion can be more pronounced given the ubiquity of the
information which is made possible by the ever-present
power of a communication network by all in a virtual
community. Cost reduction has provided the hard
numbers to justify many of the Web-based community
investments by companies and this has led to commer-
cial application for many commercial companies. Travel
companies are in a more advantageous position in
comparison to other commercial companies to reduce
their cost, since their products or services are mainly
composed of information. Furthermore, cost reduction
can be achieved through increased effectiveness of the
information distribution process of the travel companies.
5.5. Revenue provision
Since tourism virtual communities can attract a
variety of companies specialized in core and periphery
tourism products, it is possible for the organizers of the
community to adopt provider-based revenue models in
which fees are paid to the community by other
companies wanting to reach the community members.
These revenues may include content sponsorship,
banner adverting, prospect fees, and sales commissions.
Of course, all these will be dependent on the success of
the virtual community and the volume of the traffic.
5.6. Community design
Understanding the marketing potential of a virtual
community is only half way to capitalizing on the
benefits it can generate; the other half mainly depends
on the design and maintenance of the community. The
appropriate design of the virtual tourism community is
based on a comprehensive understanding of the
consumers’ functional, social, and psychological needs
as well as how these needs interact with each other. Such
a travel community should be an integration of content
and communication that takes direct communication,
individual choice, friendly technology, and diversity of
information into consideration. Specifically, a travel
community should bring together a broad range of
published content, ranging from conventional travel
guides to travel magazines and specialized newsletters,
as well as on-line brochures and information from
tourist bureaus and specific vendor information like
airlines schedules and hotel reservation. At the same
time the community should provide a rich set of forums
for communication between travelers such as bulletin
boards and chat rooms where travelers can share their
travel experience, provide travel information and tips,
and post questions. As these communities evolve, the
range, richness, reliability, and timeliness of information
available to members is likely to be far greater than that
of any information available through more conventional
means.
6. Conclusion and discussion
Rapid growth and change are the major components
of today’s Internet economy, and tourism organizations
Y. Wang et al. / Tourism Management 23 (2002) 407–417 415
should respond by developing new models of doing
business and new ways of making and delivering
products and services. There are a number of forces
encouraging the tourism industry to adopt different
business models and to develop different markets.
Information technology has made it possible for anyone
to be in contact with any other person. As a result,
technological and business applications are literally
changing everyday and new cultures are evolving. These
technology-nurtured cultures, like the community cul-
ture in the cyberspace, have new sets of symbols and
rituals of interaction, and they construct their own
meaning among themselves. These new cultures will
inevitably form strong forces that will lead businesses
into new ways of operating, learning and governing
themselves in the new commercial forefront. Tourism
organizations should understand how to adapt, react
and take advantage of these forces so that they can
become the water which will sail their business to a new
horizon, instead of ruin it.
Since tourism is traditionally studied and examined in
relation to geographic places or space, it is under-
standable that some tourism marketing organizations
lack confidence in and basic understandings of how a
virtual community can be used as a marketing tool.
However, we cannot afford to ignore the revolutionary
changes information technology brings us, which
inherently affect the ways we think of linking up to
each other and our notion about place and space.
Fortunately, human beings always react, consciously
and unconsciously, to the places where we live and
work, in ways we scarcely notice or that are only now
becoming known to us. As places around us changeF
both the communities that ‘shelter’ us and the large
social environments that support themFwill all
undergo changes. Since people now can surmount time
and space and ‘be’ anywhere, marketing organizations
should adapt accordingly and embrace this new space
as a marketing tool capable of organizing people’s
knowledge about, and desires for, the places they may
wish to visit.
It is believed that community will gain more
importance as the Internet becomes even more pervasive
in the new global economy, and it will become the
dominant organizing metaphor in the next decade, just
like connected desktops as the organizing metaphor for
business in the 1980s and 1990s. It can be expected that
network technology will further empower people to
become more connected and more related to one
another. To a large extent these connections and
relationships are being formed by customers themselves,
and are no longer controlled by the providers of
products and services. In order to be successful, tourism
community organizers need to provide their customers
with shared interests a way to come together, express
themselves, conduct easy and secure transactions with
goods and services they provide, and try to match and
expand upon the various needs of the community and
the functional aspects of the Internet. At the same time,
they need to adopt different ways of dealing with their
stakeholders to facilitate the creation, nurturing, and
preservation of intellectual capital in the community
building process so that they can enhance their value for
the members of the community. The emerging challenge
for destination marketing organizations, indeed all
members of the tourism industry, is to focus attention
on the challenging nature of the tourism business
and highlights the tension this change brings about.
It is clear, however, that because of the experiential
nature of tourism, virtual tourism communities will
provide a substantial foundation with which to foster
communication among and between travelers and the
industry.
References
Armstrong, A., & Hagel, J. (1996). The real value of on-line
communities. Harvard Business Review, May–June.
Armstrong, A., & Hagel, J. (1997). Net gain: Expanding markets
through virtual communities. MA: Harvard Business School
Press.
Baym, N. K. (1995). The emergence of community in computer-
mediated communication. In S. G. Jones (Ed.), CyberSociety:
Computer-mediated communication and community (pp. 138–163).
London: Sage.
Benedikt, M. (1991). Cyberspace: Some proposals. In M. Benedikt
(Ed.), Cyberspace: First steps (pp. 119–224). Cambridge: MIT
Press.
Bressler, S., & Grantham, C. (2000). Community of commerce.
New York: McGraw-Hill.
Bromberg, H. (1996). Are MUDs communities? Identity, belonging
and consciousness in virtual worlds. In R. Shields (Ed.), Cultures of
Internet: Virtual spaces, real histories, living bodies (pp. 143–152).
London: Sage.
Buhalis, D. (1998). Strategic use of information technologies in the
tourism industry. Tourism Management, 19(5), 409–421.
Calhoun, C. J. (1980). Community: Toward a variable conceptualiza-
tion for comparative research. Social History, 5, 105–129.
Clerc, S. J. (1996). DDEB, GATB, MPPB, and Ratboy: The X-files’
media fandom, online and off. In D. Lavery, A. Hague, &
M. Cartwrite (Eds.), Deny all knowledge: Reading the X-files
(pp. 36–51). Syracuse, NY: Syracuse University Press.
Cohen, A. P. (1985). The symbolic construction of community.
Chichester, UK: Ellis Horwood.
Cothrel, J., & Williams, R. L. (1999). Online communities: Helping
them form and grow. Journal of Knowledge Management, March
(http://www.grg.com/online/pdf).
Dix, Finlay, Abowd, & Beale (1998). Human-computer interaction
(2nd ed.).
Etzioni, A. (1995). Old chestnuts and New Spurs. In A. Etzioni (Ed.),
New communitarian thinking: Persons, virtues, institutions, and
communities (pp. 16–34). Charlottesville: University Press of
Virginia.
Fernback, J. (1999). There is a There ThereFnotes towards a
definition of cybercommunity. In S. Jones (Ed.), Doing Internet
researchFcritical issues and methods for examining the Net.
London: Sage Publications.
Y. Wang et al. / Tourism Management 23 (2002) 407–417416
Fernback, J., & Thompson, B. (1995). Virtual communities: Abort,
retry, failure? (http://www.well.com/user/hlr/texts/vccivil.html).
Hillis, K. (1997, April 18). Information Technologies, Subjectivity and
Space: Virtual Reality and Social Relations. Text of Speech,
Geography Lecture Series, University of Colorado, Boulder.
Jefferies. (1997). The role of task analysis in the design of software.
Jones, S. (1995). Understanding community in the information age. In
S. Jones (Ed.), Cybersociety: Computer-mediated-communication
and community (pp. 10–35). Beverley Hills CA: Sage Publications.
Kozinets, R. V. (1999). E-tribes and marketing: Virtual communities of
consumption and their strategic marketing implications. (http://
www.kellogg.nwu.edu/faculty/kozinets/htm/Research/Virtual/e-tri-
bes.htm).
Powers, M. (1997). How to program a virtual community. CA:
Ziff-Davis Press.
Preece, J. (2000). Online communities: Designing usability, supporting
sociability. Chichester: Wiley.
Rheingold, H. (1994). A slice of life in my virtual community. In L. M.
Harasim (Ed.), Global networks: Computers and international
communication (pp. 57–80). Cambridge, MA: MIT Press.
Rosenblatt, B. (1997). Virtual communities: The benchmark for
success online? (http://www.sunworld.com/swol-04-bookshelf.
html).
Shelton, K., & McNeeley, T. (1997). Virtual communities companion.
The Coriolis Group, Inc.
Shneiderman, B. (1998a). Designing the user interface: Strategies for
effective human-computer interaction (3rd ed.). Reading, MA:
Addison-Wesley.
Smith, M. A., & Kollock, P. (1999). Communities in cyberspace. New
York: Routledge.
Walter, J. B. (1995). Relational aspects of computer-mediated
communication: Experimental observations over time. Organiza-
tion Science, 6(2), 186–203.
Watson, N. (1997). Why we argue about virtual community: A case
study of the phish.net fan community. In S. G. Jones (Ed.), Virtaul
culture: Identity and communication in cybersociety (pp. 102–132).
London: Sage Publications.
Wellman, B. (1997). An electronic group is virtually a social network.
In S. Kiesler (Ed.), Culture of the Internet (pp. 179–205). Mahwah,
NJ: Lawrence Erlbaum.
Wellman, B., & Gulia, M. (1998). Virtual communities as commu-
nities: Net surfers don’t ride alone. In M. Smith, & P. Kollock
(Eds.), Communities in cyberspace. Berkeley, CA: Routledge.
Werry, C. (1999). Imagined electronic community: Representations
of virtual community in contemporary business discourse.
First Monday, 4(9), (http://firstmonday.org/issues/issue49/werry/
index.html).
Whittaker, S., Issacs, E., & O’Day, V. (1997). Widening the Net.
Workshop report on the theory and practice of physical and
network communities. SIGCHI Bulletin, 29(3), 27–30.
Y. Wang et al. / Tourism Management 23 (2002) 407–417 417

More Related Content

DOC
Internet Portfolio
PDF
critere de peerce
PDF
Social capital and virtual communities
PPTX
Networked Privacy
 Beyond the Individual: Four Perspectives to ‘Sharing’ / Ai...
DOCX
KEY
The New Boundary Spanners: Social Media Users, Engagement, & Public Relations...
PDF
The Social Value Of Social Networks
PPT
Designing for (Local) Community
Internet Portfolio
critere de peerce
Social capital and virtual communities
Networked Privacy
 Beyond the Individual: Four Perspectives to ‘Sharing’ / Ai...
The New Boundary Spanners: Social Media Users, Engagement, & Public Relations...
The Social Value Of Social Networks
Designing for (Local) Community

What's hot (20)

PDF
Social Media, Blogs and Social Influence
PDF
PPT
Clu Leadership Retreat 2 21
PDF
Social Media Risks
PDF
Challenges to Participation in the Sharing Economy / Airi Lampinen / Open Com...
PDF
Social media as marketing tool
PPTX
V I R T U A L E N G A G E M E N T I N R E A L T I M E
PPTX
Facebook - How closely did you read the Terms Of Use?
PDF
Community And Ties
DOC
United We Respond: One Community, One Voice
PPTX
Unit 7. Social trend 1: The emerging of new forms of communities
PDF
No more birthday greetings on my Facebook wall, please
PPT
Virtual Community
PPS
Making The Connection Part 2 (Government and Citizens)
PPT
Week 5 Presentation on Deuze
PDF
Monetizing Network Hospitality: Hospitality and Sociability in the Context o...
PDF
Using Social Media for Social Change
PDF
Cooperation
PDF
20 caps12 social_media_the_case_of_maersk_line_agerdal-hjermind
PPTX
Niche online social networks
Social Media, Blogs and Social Influence
Clu Leadership Retreat 2 21
Social Media Risks
Challenges to Participation in the Sharing Economy / Airi Lampinen / Open Com...
Social media as marketing tool
V I R T U A L E N G A G E M E N T I N R E A L T I M E
Facebook - How closely did you read the Terms Of Use?
Community And Ties
United We Respond: One Community, One Voice
Unit 7. Social trend 1: The emerging of new forms of communities
No more birthday greetings on my Facebook wall, please
Virtual Community
Making The Connection Part 2 (Government and Citizens)
Week 5 Presentation on Deuze
Monetizing Network Hospitality: Hospitality and Sociability in the Context o...
Using Social Media for Social Change
Cooperation
20 caps12 social_media_the_case_of_maersk_line_agerdal-hjermind
Niche online social networks
Ad

Viewers also liked (13)

DOCX
Region VII - Siquijor
DOCX
Region VII - Negros Oriental
DOCX
Region VII - Central Visayas
PDF
Coronary stents emerging markets (brazil, russia, india, china, south afric...
PDF
Cardiac rhythm management (crm) devices global trends, estimates and foreca...
PDF
Cardiac resynchronization therapy (crt) devices global trends, estimates an...
DOCX
Siquijor
PDF
Coronary stents global trends, estimates and forecasts, 2012-2018
PDF
Cardiac monitoring and diagnostic devices global trends, estimates and fore...
DOCX
Negros Oriental
PPTX
Slater Final Presentation 4_30_15
DOCX
Region VII - Cebu
DOCX
Region VII - Bohol
Region VII - Siquijor
Region VII - Negros Oriental
Region VII - Central Visayas
Coronary stents emerging markets (brazil, russia, india, china, south afric...
Cardiac rhythm management (crm) devices global trends, estimates and foreca...
Cardiac resynchronization therapy (crt) devices global trends, estimates an...
Siquijor
Coronary stents global trends, estimates and forecasts, 2012-2018
Cardiac monitoring and diagnostic devices global trends, estimates and fore...
Negros Oriental
Slater Final Presentation 4_30_15
Region VII - Cebu
Region VII - Bohol
Ad

Similar to 0deec52448c3c6aa9e000000 (20)

PDF
Optimizing interconnectivity inhabiting virtual cities of common practice
DOCX
Issn 2039 2117 (online) issn 2039-9340 (print) mediterra
PPT
Web Identities
PDF
INFLUENCE OF SOCIAL NETWORKING SITES ON PERSONAL AND PROFESSIONAL LIVES OF PE...
PDF
The impact of social networking sites on the purchasing behaviours of online ...
PDF
The Third Place Manifesto
PDF
Social Media - Communal and consumption perspectives
PPTX
Virtual communities
PPT
Dynamics of Online Identity Creation - Katerina Dineva @ Glocal: Inside Socia...
PDF
Digital social networks and influencers: the crucible of the decay of ethical...
PDF
Future Thinking report (1)
DOCX
Conole keynote paper
PDF
Rethinking Learning in the Age of Digital Fluency
PDF
PDF-TRAVEL-EBOOK (1)
PDF
Citizens Right To The Digital City Urban Interfaces Activism And Placemaking ...
PPTX
Social Networking
PDF
Internet of Affect (08.06.2016)
PDF
Suazo, martínez & elgueta english version
PDF
The Reader To Leader Framework Motivating Technology Mediated So
PDF
Social media? It's serious! Understanding the dark side of social media
Optimizing interconnectivity inhabiting virtual cities of common practice
Issn 2039 2117 (online) issn 2039-9340 (print) mediterra
Web Identities
INFLUENCE OF SOCIAL NETWORKING SITES ON PERSONAL AND PROFESSIONAL LIVES OF PE...
The impact of social networking sites on the purchasing behaviours of online ...
The Third Place Manifesto
Social Media - Communal and consumption perspectives
Virtual communities
Dynamics of Online Identity Creation - Katerina Dineva @ Glocal: Inside Socia...
Digital social networks and influencers: the crucible of the decay of ethical...
Future Thinking report (1)
Conole keynote paper
Rethinking Learning in the Age of Digital Fluency
PDF-TRAVEL-EBOOK (1)
Citizens Right To The Digital City Urban Interfaces Activism And Placemaking ...
Social Networking
Internet of Affect (08.06.2016)
Suazo, martínez & elgueta english version
The Reader To Leader Framework Motivating Technology Mediated So
Social media? It's serious! Understanding the dark side of social media

Recently uploaded (20)

PPTX
Famous_Mathematicians_Presentation (1).pptx
PPTX
1. History and examination of tissue removed
PPTX
QC & QA.pptx........,...................
PPTX
diabetes.pptxgtgthtgtgtgthyjiulp'][pp0ppp
PDF
New Method Make Cv liek this | Get Job In 1 day|
PPTX
strock or cerebrovascular accident.pptx
PPTX
Intellectual Revolutionsssssssssssssssss
PDF
How To Use Aged Linkedin Accounts To Grow Your Business.pdf
PPT
3. Aggregate.ppt he is the main things of
PPT
Basic_Fire_&_Fire_Extinguisher_Training.ppt
PPTX
Role of Mi hshsjs sjskele didoels sosoen
PPTX
A3GbdbsbsbsnsndhbsbsbBBBZbbzbsnzhzuzndsbbsbsbsbszb
PDF
The Future of Careers - Bridging Education, Innovation and Global Trends
PDF
Avast Premium Security Crack Download 2025
PPTX
F.Y.B.COM-A-ACC25309.pptx For a job or role? (e.g., Marketing Manager, Chief ...
DOCX
Diagnostic Assessment - English (to be printed).docx
PPTX
Nature and Scope of Political Science and its evolution
PDF
55fb7af8-cb0a-4f48-9bbb-378886eace10.pdf
DOCX
How to Balance Clinical and Emotional Skills in Healthcare Assistant Courses....
PDF
Tn medical counselling starting from 1 to 19
Famous_Mathematicians_Presentation (1).pptx
1. History and examination of tissue removed
QC & QA.pptx........,...................
diabetes.pptxgtgthtgtgtgthyjiulp'][pp0ppp
New Method Make Cv liek this | Get Job In 1 day|
strock or cerebrovascular accident.pptx
Intellectual Revolutionsssssssssssssssss
How To Use Aged Linkedin Accounts To Grow Your Business.pdf
3. Aggregate.ppt he is the main things of
Basic_Fire_&_Fire_Extinguisher_Training.ppt
Role of Mi hshsjs sjskele didoels sosoen
A3GbdbsbsbsnsndhbsbsbBBBZbbzbsnzhzuzndsbbsbsbsbszb
The Future of Careers - Bridging Education, Innovation and Global Trends
Avast Premium Security Crack Download 2025
F.Y.B.COM-A-ACC25309.pptx For a job or role? (e.g., Marketing Manager, Chief ...
Diagnostic Assessment - English (to be printed).docx
Nature and Scope of Political Science and its evolution
55fb7af8-cb0a-4f48-9bbb-378886eace10.pdf
How to Balance Clinical and Emotional Skills in Healthcare Assistant Courses....
Tn medical counselling starting from 1 to 19

0deec52448c3c6aa9e000000

  • 2. Tourism Management 23 (2002) 407–417 Defining the virtual tourist community: implications for tourism marketing Youcheng Wang*, Quaehee Yu, Daniel R. Fesenmaier National Laboratory for Tourism and e-Commerce, Department of Leisure Studies, University of Illinois at Urbana-Champaign, Champaign, IL 61820, USA Received 14 May 2001; accepted 14 August 2001 Abstract The notion of community has been a central element of the Internet since its inception. Though research on virtual communities have been extensive the concept appears to be ill defined and the understanding of members’ needs remains fragmented. The purpose of this article is to identify a theoretical foundation of the concept of a virtual tourist community based upon the core characteristics of virtual communities and the fundamental needs of community members. Perspectives of how one can define and interpret virtual communities within the tourism industry are discussed and issues related to the functions of virtual communities are explored from the member’s viewpoint. Implications are made regarding virtual communities in the travel industry from marketing and design perspectives. r 2002 Elsevier Science Ltd. All rights reserved. Keywords: Virtual community; e-Commerce; Communication; Marketing; Tourism 1. Introduction The notion of community has been at the heart of the Internet since its inception. For many years scientists have used the Internet to share data, collaborate on research, and exchange messages. Within the last few years, millions of computer users worldwide have begun to explore the Internet and engage in commercial online activities. Many have joined one or more of the online communities that have sprung up to serve consumer needs for communication, information, and entertain- ment. In the 1990s the convergence of e-mail, groupware systems, and the World Wide Web has given many people the experience of participating in groups where they have little or no face-to-face interaction (Cothrel & Williams, 1999). Kozinets (1999) estimated that by the year 2000 over 40 million people worldwide participated in ‘virtual communities’ of one type or another, and prodigious growth in the quantity, interests, and influence of virtual communities is guaranteed. Mea- sured by this momentum, it is clear that virtual communities will gain greater importance in the future. Starting in 1997 virtual communities began to be depicted as central to models of commercial Internet development as well as to the future of narrow casting and mass customization in the wider world of marketing and advertising (Werry, 1999). Amstrong and Hagel argue that traditional business functions, especially those in direct contact with customers such as marketing and sales, will be significantly transformed in a community environment. This fluid and dynamic revolution is also true in the travel industry when it is becoming easier than ever before to ‘‘travel’’ the world and stay in touch with people who live far away. In the travel industry the Web is becoming our collective ‘‘travel square’’ as more and more travelers are turning to online travel communities to fulfill their travel-related tasks, ranging from seeking travel information and tips, making travel transactions, fostering relationships with people from far away, finding travel companions, or simply playing games for entertainment purposes. At the same time, travel organizations are beginning to realize the importance of utilizing the power of virtual com- munities in their endeavor of relationship marketing. However, for travel organizations including travel suppliers and intermediaries, establishing and maintain- ing such communities offer both special opportunities and challenges. On the one hand such a community *Corresponding author. E-mail addresses: [email protected] (Y. Wang), [email protected] (Q. Yu), [email protected] (D.R. Fesenmaier). 0261-5177/02/$ - see front matter r 2002 Elsevier Science Ltd. All rights reserved. PII: S 0 2 6 1 - 5 1 7 7 ( 0 1 ) 0 0 0 9 3 - 0
  • 3. erases boundaries created by time and distance and makes it dramatically easier for people to obtain information, maintain connections, deepen relation- ships, and meet like-minded souls that they would otherwise never have met. On the other hand, the successful operation of a virtual community depends largely on whether these organizations have a compre- hensive understanding of the essence of a virtual community and how much they know their members in terms of who and what their fundamental needs are in the context of virtual communities. A basic under- standing of the essence of a virtual community is a prerequisite for any organization operating a virtual community to be clear about their mission, purpose, and the right direction to take to achieve their goal. Understanding members and their needs is also essential in virtual community development since members are the pulse of any community and without them, there is no community (Preece, 2000). Unfortunately, the phrase ‘virtual community’ has been widely used by different people to denote different things, and there is a substantial confusion over the definition of the term ‘virtual community’. Moreover, though there is exten- sive research on virtual communities, this research appears fragmented given the importance of the under- standing of the members’ needs in virtual community development. The purpose of this study is to identify the theoretical foundation for the concept of a virtual community, providing clarifications of the core char- acteristics of virtual communities and the fundamental needs of community members. Perspectives of how to define and interpret virtual communities are discussed and issues related to the functions of virtual commu- nities are explored from the member’s viewpoint. Implications are made to virtual communities in the travel industry from marketing and design perspectives. 2. Theoretical foundations People have different understandings of a virtual community, depending on their specific needs and the context in which they visit a virtual community. For some, it conjures up warm, fuzzy, reassuring images of people chatting and helping each other. For others, it generates dark images of conspiracy, subversive and criminal behavior, and invasion of privacy (Preece, 2000). Superficially, the term virtual community is not hard to understand, yet it is slippery to define. What makes it more difficult is owing to the fact that in a multidisciplinary field such as tourism, many definitions take a relatively narrow disciplinary perspective. Further complications arise when a topic suddenly becomes popular and the term takes on a buzzword status, such as the widespread use of the term by e-commerce entrepreneurs. However, what remains stable as a reference point in the definition of virtual community is the notion of community within the physical world. Dictionary definitions, for example, describe a virtual community as groups living together and/or united by shared interests, common goals, activities, and groups and individuals who cooperate to share resources and satisfy each other’s needs. Some definitions include enjoyment and pleasure, while others strongly associate community with a physical locale, such as a village or town. The need to respect the feelings and property of others is also mentioned, along with the importance of governance systems to ensure that this happens. All these attributes appear to describe online communities, but their relative importance is debated. Researchers in this field have been trying to abstract the essence of the virtual community and define it in a way that is acceptable to the majority of the people, if not all of them. Among them the most prominent ones include Fernback and Thompson (1995), Powers (1997), Armstrong and Hagel (1997), Rosenblatt (1997), Shel- ton and McNeeley (1997), Smith and Kollock (1999), and Preece (2000). The most often cited definition of a virtual community is first given by Rheingold (1994) as: ‘‘social aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feelings, to form webs of personal relationships in cyberspace. A virtual community is a group of people who may or may not meet one another face to face, and who exchange words and ideas through the mediation of computer bulletin boards and networks’’. (p. 57–58) Rheingold’s definition resulted from his seven-year involvement in the Whole Earth ‘Lectronic Link (WELL), an early online community developed in the San Francisco Bay Area. He also tried to describe and explain activities that people engaged in, their reasons for participating, and the way they communicated in online communities. Rheingold captured the essence of online community in a way that endures today in a single paragraph. He wrote: In cyberspace, we chat and argue, engage in intellectual discourse, perform acts of commerce, exchange knowledge, share emotional support, play games and metagames, flirtyWe do everything people do when people get together, but we do it with words on computer screens, leaving our bodies behindyour identities commingle and interact elec- tronically, independent of local time and location (Rheingold, 1994, p. 58). Rheingold’s description of his experience in the WELL is almost as relevant today as in 1994. But when a topic like online communities captures the enthusiasm of different groups with different expertise and goals, Y. Wang et al. / Tourism Management 23 (2002) 407–417408
  • 4. inevitably, a range of definitions emerge that reflect these differences. As a result, the definition of an online community actually comes to reflect the perspectives taken by these different groups, ranging from multi- disciplinary, sociology, technology, and e-commerce viewpoints. For example, key characteristics of online communities had been identified from a multidisciplin- ary perspective by a group of human computer interaction professionals in 1996 in a conference on the theory and practice of physical and network communities (Whittaker, Issacs, & O’Day, 1997), and these core attributes of online communities include: (1) members have a shared goal, interest, need, or activity that provides the primary reason for belonging to the community; (2) members engage in repeated, active participation, and often, intense interactions, strong emotional ties, and shared activities occur among participants; (3) members have access to shared resources, and policies determine the access to those resources; (4) reciprocity of information, support, and services among members; and (5) shared context of social conventions, language, and protocols (Preece, 2000). From a sociological perspective, sociologists have been struggling to define community. For years, researchers have defined and redefined the concept (Wellman, 1997). Initially, communities were defined by physical features such as size and location; more recently, the strength and type of relationships among people seemed more promising criteria for defining communities when commuting became a way of life and cheaper transportation made it easier for people to join multiple communities to satisfy different needs. The focus on social interaction that sociologists bring to this new field is a welcome counterbalance to the intense technological hype often associated with the Internet (Preece, 2000). Unfortunately, many researchers study- ing online communities seem unfamiliar with the long history of studying community by sociologists (Wellman & Gulia, 1998). At the opposite end of the social spectrum are the technology-oriented definitions. The software that sup- ports online communities is a frequently used shorthand way of defining them. It is very common to hear ‘‘techies’’ refer to chat, bulletin board, listserv, Usenet News or Web-based community (Preece, 2000). Though such terms are concise and instantly meaningful to insiders and this ‘‘geek speak’’ is of value only to those who know about technology-related issues, little or nothing is said about social organization and interac- tion. In contrast, e-commerce entrepreneurs take a very broad view of community. Any chat or bulletin board or communications software can be regarded as the basis for an online community. For them, the important issue is what draws people to and holds people in a Web site, so that they will buy goods or services. The success of America Online (AOL) proves that chatting online to friends, family, and new acquaintances is big business. E-commerce entrepreneurs anticipate that online com- munities not only will keep people at their sites, but will also have an important role in marketing, as people tell each other about their purchases and discuss banner ads, and help and advise each other (Preece, 2000). But it is still debatable as to whether this highly commercial perspective of online communities complements or devalues the concept of virtual community. Online community has become a broad term to describe any collection of people who communicate online. These people can be special interest groups for education, professional issues, and hobbies who fulfill a specific, narrowly defined purpose, and aim to draw only members sharing that interest. The term online community is also often used to include community networks. An increasing number of physical commu- nities have community networks to link and support community members. These networks like the WELL typically focus on local services and community issues. Citizens can link to the Internet but there is a strong focus on the local community. Schuler (1996) proposes the following core values for building community networks: conviviality and culture, education, strong democracy, health and human services, economic equity, opportunity and sustainability, and information and communication. In her book Online Communities: Designing Usability, Supporting Sociability, Preece (2000) provides a working definition of online community; she states that an online community should consist of the following elements: people who interact as they strive to satisfy their own needs or perform special roles; a shared purpose such as an interest, need, information exchange, or service that provides a reason for the community; policies that guide people’s interactions; and computer systems which support and mediate social interaction and facilitate a sense of togetherness. This definition provides a frame- work to guide developers in making operational decisions and can be applied to a range of different communities, including physical communities that have become networked, communities supported by a single bulletin board, listserv or chat software, those that are embedded in Web sites, multi-user dungeons or domains (MUDs) and object-oriented MUDs (MOOs), and others. Other researchers (Etzioni, 1995; Baym, 1995) are trying to apply traditional sociological terms to the patterns of human interaction that develop in the ‘bodiless’ province of cyberspace and approach compu- ter-mediated communication (CMC) research with an eye toward the accepted wisdom of the tenets of ethnomethodology, observation, interpretation, and empirical verification. Cyberspace has been positioned as the town hall, the public sphere, the virtual agora, or just a fun ‘‘place’’ to gather and chat. Thus, community Y. Wang et al. / Tourism Management 23 (2002) 407–417 409
  • 5. and the various meanings that word evokes has become an efficacious symbolic term for characterizing virtual social relations. According to these scholars, ‘‘virtual communities’’ can be described using key words such as ‘‘social’’, ‘‘relationship’’, ‘‘virtual’’, ‘‘place’’, ‘‘group of people’’, ‘‘common interests’’, and ‘‘communication’’. However, like the terms religion or culture, community has proven to be difficult to define. The above description of virtual community proves that these terms have mutable definitions that can vary widely in different disciplines and among different individuals. Raymond Williams has, in an attempt to discover the ‘‘essence’’ of community, observed that community is not just a bounded locale but also the quality of holding some- thing in common, as in community of interests, community of goods, a sense of community identity and characteristics. For scholars concerned with the human action in the domain of cyberspace, defining social patterns of behavior in a virtual realm can become very challenging, if not impossible. We need to ask ourselves questions like whether the same normative roles and modes of behavior that govern our physical social world also apply to the virtual world and whether we can seek empirical verification of hypotheses regard- ing social activity that involves communities that are not defined by place or time. We know already that many of the assumptions we hold about the negotiation and formation of social relationships, and particularly about community do not seem to apply in the complex realm of CMC (Fernback, 1999). Jones (1995) argues that with the emergence of CMC, there is a sense that we are embarking on an adventure in creating new commu- nities and new forms of community, and the reproduc- tion of space through CMC is the malleability with which identity can be created and negotiated, and consequently, one must question the potential of CMC for production of social space as to whether it could reproduce ‘‘real’’ social relations in a ‘‘virtual’’ medium. He suggests that it is more likely that social relations emerging from a virtual community are between the two poles of production and reproduction, and pushing too close to either pole puts at risk whatever new social construction of reality may arise (Jones, 1995). Based on the examination of all these questions and discussions about the definition of virtual community from a variety of perspectives, and considering the unique characteristics of community in cyberspace, its functions and features viewed from both theoretical abstraction and empirical application, this paper pro- poses the following framework to define the virtual community concept: virtual community as place; virtual community as symbol; and virtual community as virtual. These sociological and theoretical notions of virtual community can only be made feasible by the presence of groups of people who interact with specific purposes, under the governance of certain policies, and with the facilitation of CMC. The interpretation and explanation of each term in the framework will be elaborated accordingly (see Fig. 1). 2.1. Virtual community as place For the understanding of online community, people often make it analogous to physical community. In the latter, people group themselves into aggregated physical villages that they call communitiesFurban, rural, or suburban; people also group themselves into symbolic subdivisions based on lifestyle, identity, or character that they call communitiesFreligious, professional, or philosophical. The community ideology has been deeply rooted in our society, and we have historically asso- ciated community with place (Fernback, 1999). Analo- gously, a virtual community can be conceived as a place where people can develop and maintain social and economic relationships and explore new opportunities. We can perceive virtual communities as social organiza- tions centered around certain commonalities such as fellowship (e.g., Jewish or Amish communities), profes- sion (e.g., WELL) or interest (e.g., wine.com). They are places where discussions about commitment, identity, conflict resolution, tensions between the collectives and the individual, and negotiation of community bound- aries are conducted. Part of the reason why these approaches to defining virtual community are attached to a sense of place might be the historic affiliation between place and community, despite vast societal and communication changes brought about by the communication technology advancement. It is appropriate to say that the essence People Purpose Policy Computer systems Place Symbol Virtual Virtual Community Fig. 1. A conceptual model for the definition of virtual community. Y. Wang et al. / Tourism Management 23 (2002) 407–417410
  • 6. of community is making a home because it is one’s heart that brings virtual community members together from near and far, whether it is based on interest, profession, or religion. Though it seems difficult to conceive of cyberspace as a place for community when the creation and control of place itself is directed by concerns such as power, authority, and dominance, certain material dimensions of physical space can be reinvented in cyberspace. Benedikt (1991) argues that virtual space is parallel to physical space in that: Cyberspace has geography, a nature, and a rule of human law. In cyberspace the common man and the information worker can search, manipulate, create or control information directly; he can be enter- tained or trained, seek solitude or company, win or lose poweryindeed, can ‘‘live’’ or ‘‘die’’ as he will. (p. 123) Thus, one cannot conclude that because we cannot see ‘‘it’’ so ‘‘it’’ does not exist. Hillis (1997) suggests that virtual worlds are being positioned as the ideal public sphere for imaginative subjectivities believing themselves virtually freed of bodily constraints. Virtual community as a place might be a slippery and an unimaginary notion for those outside of it, but to those insiders, it is a solid place in their hearts and souls. 2.2. Virtual community as symbol Community, like other social constructs, embodies a symbolic dimension (Cohen, 1985). In the process of community creation, we tend to symbolically attach meaning to the community we belong to regardless the social or geographical characteristics of the community. In such an entity of community laden with symbolic meaning, we seek substance rather than form. One standard of measuring virtual community is to see whether the community constructed can provide mean- ing and identity to its community members. In this sense, virtual community is a very personal thing and only the individual can tell if he or she feels a part of the community. If that feeling is lacking, then for that person the community may as well not exist. Thus, the notion of virtual community addresses what Calhoun (1980) refers to as ‘‘community as a complex of ideas and sentiments’’ where virtual community exists in the minds of participants. It exists because participants define it and give it meaning. Virtual community has its own cultural composition; it has its own collective sense, and its own virtual ideology and symbol. It should be noted that the symbolic dimension of virtual community is made possible by CMC. As Jones (1995) points out, CMC not only structures social relations, it is the space within which the relationships occur. However, it is more than the context within which social relations occur, since it is commented on and imaginatively constructed by symbolic processes initiated and main- tained by the community between and among indivi- duals and groups. 2.3. Virtual community as virtual Being virtual is one of the most important defining characteristics which distinguishes virtual communities from physical ones. Virtual communities are character- ized by common value systems, norms, rules, and the sense of identity, commitment, and association that also characterize various physical communities. However, the notion of virtual community is inherently unique because of the new element in the virtual community’s definitional mixFcomputers which affect our ways we think about community, especially in a virtual way. As suggested previously, the virtual community exists in the minds of participants; this, however, does not mean that virtual community exists solely in the minds of the participants. It also exists in the connection between what social constructs the user imagines and the CMC-generated representations of these constructs (Fernback, 1999). Thus if we log on, form relationships in cyberspace, and believe we have found community, it is real for us. In fact, Watson (1997) claims that there is no true distinction between ‘‘virtual’’ community and ‘‘real’’ community since the term ‘‘virtual’’ means something akin to ‘‘unreal’’ and so the entailments of calling online communities ‘‘virtual’’ include spreading and reinforcing a belief that what happens online is like a community, but isn’t really a community. This may explain why people in the offline world tend to see online communities as virtual, but participants in the online communities see them as quite real. But if one agrees that communication is the core of any community, then a virtual community is real whether it exists within the same physical locality or half a world away. 3. Operational elements of virtual tourist community It can be seen from the above discussion that a virtual community is place in manifestation, symbolic in nature, and virtual in form. Virtual community is not an entity but rather a process defined by its members. It possesses many essential traits as physical communities and the substance that allows for common experience and meaning among members. Judging by these criteria not all virtual social gatherings are virtual communities. Without the personal investment, intimacy, and com- mitment that characterizes our ideal sense of commu- nity, some on-line discussion groups and chat rooms are nothing more than a means of communication among people with common interests (Bromberg, 1996). In addition, a more comprehensive and complete Y. Wang et al. / Tourism Management 23 (2002) 407–417 411
  • 7. understanding of the virtual community requires an examination of elements at a more operational level. These elements include people, purpose, policy, and computer systems. 3.1. People People are the heart of the community and without them, there is no community. Vibrant discussions, new ideas, and continually changing content distinguish online communities from Web pages (Preece, 2000). People in online communities play different roles, and such roles can have positive or negative impact on a community. Some roles that have been identified include: moderators and mediators, who guide discus- sions and serve as arbiters in disputes; professional commentators, who give opinions and guide discussions; general participants, who contribute to discussion; and lurkers, who silently observe. 3.2. Purpose The purpose of a virtual community helps to under- stand what it wants to accomplish, who is the target audience, and how participating in the community would benefit the members. The purpose of the community also helps to define both its structure, and what resources (time, information, and expertise) will be needed to run the community. Communities that have clearly stated goals appear to attract people with similar goals; this creates a stable community in which there is less hostility. A successful community serves a clear purpose in the lives of its members and meets the fundamental goals of its owners. Though communities evolve, and the purpose will change along with the shifting social and economic landscape of the Web, articulating the purpose up front will help to focus thinking and create a coherent, compelling, and successful Web community. 3.3. Policy Community needs policy to direct online behavior. Specifically, policies are needed to determine: require- ments for joining a community, the style of commu- nication among participants, accepted conduct, privacy policies, security policies, and repercussions for non- conformance. Unwritten codes of conduct may also exist. The nature of the policies that govern the community and how they are presented can strongly influence who joins the community and its character. 3.4. Computer systems It is computer systems that make online community a new phenomenon by supporting and mediating social interaction and facilitating a sense of togetherness. The Internet has two particularly important roles: to enable millions of people to access vast quantities of informa- tion and to enable them to communicate with each other. Both are important to the success of online communities. 4. Functions of virtual communities from the users’ perspective A successful virtual community must attract and keep enough members to make it worthwhile, and conse- quently a community builder has to focus on the specific benefits the members will realize by joining the commu- nity. The community will be doomed to fail if the basic needs of its members have not been met. The answers to questions regarding why people go to an online community and what draws them there are not simple ones and the reasons usually vary. Some may want information or support, to interact with others, others may want to have fun, meet new people, voice their own ideas, or make transactions. These questions may even become more complex owing to different purposes of virtual communities and the personality of their members. Communities that have clearly stated goals appear to attract people with similar goals and needs which ultimately influence their online behavior. Preece (2000) identified four basic purposes of online commu- nities based on the tasks in which they are involved: exchange information, by which the primary goal is to get answers to questions or to send out information which can be either unidirectional or multidirectional; provide support, which conveys empathy, expresses emotion verbally or nonverbally; chat and socialize informally through synchronous communication; and, discuss ideas which usually requires guidance from a moderator. The needs of online community members may also be determined by the members themselves. It goes without saying that members come in all shapes and sizes with different personalities, abilities, experiences, and re- sources (Preece, 2000). They also have many things in common in that they share common emotional, psychological, and physiological characteristics, just by virtue of being human. Yet within these general categories, individual differences of community mem- bers will strongly impact how their needs will be defined. Considerable well-documented research has been con- ducted by psychologists and physiologists in an effort to understand human characteristics and their diverse needs (Jefferies, 1997; Dix, Finlay, Abowd, & Beale, 1998). Shneiderman (1998) discussed the dimensions of human diversity and how this diversity results in their diverse needs. These dimensions include physical, cognitive and perceptual, personality, cultural, experi- ence, gender, age, and capability. Y. Wang et al. / Tourism Management 23 (2002) 407–417412
  • 8. In their book Community of Commerce, Bressler and Grantham (2000) suggest that when belonging to a community, be it physical or online, people fulfill a number of basic psychological needs. It’s because of this social psychology that communities have become such a powerful organizing force in the world of commerce. For all of human history, communities have provided the ‘‘where’’ of learning new roles, coping with changes, and finding places of refuge in difficult times. They claim that virtual community meets four basic psychological needs: identification, unity, involvement, relatedness. By providing a sense of identification, communities help us answer the question, ‘‘Who am I?’’ By providing evidence of our unity with other people, values, and norms, communities helps us answer the question, ‘‘What am I a part of?’’ In feeling united with a group, one not only gains a sense of belonging, one also gains a sense of oneself. By giving us avenues for involvement, communities also answer the questions, ‘‘What connects me to the rest of the world?’’ and ‘‘To what degree am I in contact with other people in the community?’’ And, by showing us clear signs of our relatedness to people like ourselves, communities help us answer the question, ‘‘What relationships matter to me in the world?’’ However, being connected to people is not quite enough. There has to be some feeling of reciprocity: that is, a network of mutual understandings, obligations, and expectations of behavior on the part of others. One achieves a sense of wholeness by being part of a community. One concern community members have when they conduct online activities is the sense of trust. When there is trust among people, relationships flourish; without, they wither (Preece, 2000). Most interactions among people or organizations involve some level of trust. Telling someone your innermost thoughts, empathizing about a medical problem, cooperating on a project, or purchasing a product from an e-commerce company all require trust. Researchers posit that members go to virtual communities for consumption purposes. Clerc (1996) concluded that millions of consumers are forming into groups that ‘‘communicate social information and create and codify group-specific meanings, socially negotiate group-specific identities, form relationships which span from playfully antagonistic to the deeply romantic and which move between the network and face-to-face interaction, and create norms which serve to organize interaction and to maintain desirable social climates.’’ Research has also indicated that Internet users progress from initially asocial information gather- ing to increasingly affiliative social activities (Walter, 1995). At first, an Internet user will merely ‘‘browse’’ information sources, ‘‘lurking’’ to learn about a consumption interest. However, as the online consumer becomes more sophisticated in his/her Internet use, they begin to visit sites that have ‘‘third party’’ information, and eventually may make online contact with consumers of that product. The pattern of relationship developed in virtual communities of consumption is one in which consumption knowledge is developed in concert with social relations. Consumption knowledge is learned alongside knowledge of the online group’s cultural norms, specialized language and concepts, and the identities of experts and other group members (Kozi- nets, 1998). Eventually, what began primarily as a search for information transforms into a source of community and understanding. In this process of consumption a lasting identification is being established. The formation of this identification as a member of a virtual community of consumption depends largely on two nonindependent factors. The first is the relationship that the person has with the consumption activity. The second factor is the intensity of the social relationships (involvement) the person possesses with other members of the virtual community, and the two factors will often be interrelated. Conse- quently, the interaction modes the members take will move from informational to relational, recreational, and transformational. In one of the most influential books on virtual community Net Gain: Expanding Markets Through Virtual Communities, Armstrong and Hagel (1997) discussed the need for virtual community from both the vendors’ and members’ perspectives. They believe that virtual communities are not about aggregating information and other kinds of resources; rather, virtual communities are about aggregating people. People are drawn to virtual communities because they provide an engaging environment in which to connect with other people. The basis of this connection is essentially based on people’s desire to meet four basic needs: interests, relationship, fantasy, and transaction. As consumers most of us have passionate interests, may it be sports, entertainments, travel, or other professional interests. Virtual communities have created on-line services that enable members to share information on topics of common interest. At various stages in life, we encounter new and intense experiences that may draw us to others who have had a similar experience. Virtual communities enable people with similar experiences the opportunity to come togetherFfreed from the constraints of time and space, and form meaningful personal relationships. Besides, the network environments also give people the opportunity to come together and explore new worlds of fantasy and entertainment where they can ‘‘try out’’ new persons and to engage in role-playing games where everything seems possible. We have seen a lot of this in MUDs and MOOs. Virtual communities can also meet the members’ needs to transact by meeting on-line through the trading of information between participants. Members with a strong interest in certain kinds of products and services are gathering to Y. Wang et al. / Tourism Management 23 (2002) 407–417 413
  • 9. exchange information and experiences regarding pur- chasing. The discussion and elaboration of members’ needs in virtual communities throughout the community litera- ture abounds but remains fragmented, and more work at the conceptual level is needed. Thus, this paper proposes a model that relates three fundamental needs of virtual community members in their on-line activities: functional needs, social needs, and psychological needs (see Fig. 2). 4.1. Functional needs Functional needs are met when community members go online to fulfill specific activities. It can be a transaction in which members buy and sell products or services (Armstrong & Hagel, 1996). It also can support information gathering and seeking for both learning purposes and facilitating decision-making. It can be entertainment and fantasy or the convenience or value the virtual community provides to its members where information can be accessed without concerns about time and geographical limits. 4.2. Social needs Virtual communities are socially structured, convey social meaning, and meet social needs. These social needs may include relationship and interactivity among members since virtual communities give people with similar experiences the opportunity to come together, form meaningful personal relationships and commu- nicate with each other in an interactive way; it may include trust between members and community owners and among community members which is the starting point in online communication; it may also include the fundamental function of any virtual communityFcom- munication. 4.3. Psychological needs Besides fulfilling their functional and social needs, another basic contention of this paper is that virtual communities can also meet some basic psychological needs of its members and thus make the community a part of their lives. It is because of this social psychology that communities have become such a powerful organiz- ing force in the world of commerce. Specifically, these psychological needs contain identification (who are they), involvement (what connects them), unity/belong- ing (what are they part of), relatedness (what relation- ships matter to them in the world), creative forms their communications can take, and the ‘‘there’’ provided by virtual communities in which they can learn new roles, cope with changes, and escape their everyday lives. It should be noted that tourism virtual communities maintained by different organizations will differ sig- nificantly in terms of relative focus on these basic needs. Some will emphasize one need more than the others. But few will be able to succeed if they address one need to the exclusion of the others, because the strength of virtual communities rests in their ability to address multiple needs simultaneously. 5. Implications for marketing and design Virtual community is regarded as one of the most effective business models in the information age and the rise of virtual communities in on-line networks has provided great opportunities for both business organi- zations and their customers (Armstrong & Hagel, 1996). Virtual communities create new activities and powerful capabilities by bringing together a network of users and resources. Companies can use it to create new types of services and to enhance their existing products and to create new divisions and capabilities. This new business model has substantial implications within the travel industry in terms of their marketing strategies and the development and design of virtual tourist communities. For tourism organizations, virtual communities have broadened their marketing horizon and are having a great impact on marketing, sales, product and service development, supplier network, information quality, and distribution channels. Specifically, the following implications can be drawn. 5.1. Brand building Virtual community provides tourism organizations a more effective method for communicating what their products and service are all about. This brand-building Functional Needs Transaction Information Entertainment Convenience Value Social Needs Relationship Interactivity Trust Communication Escape Psychological Needs Identification Involvement Belonging Relatedness Creativity Virtual Community Fig. 2. A tentative model for the functions of virtual communities from the users’ perspective. Y. Wang et al. / Tourism Management 23 (2002) 407–417414
  • 10. process can bring brand awareness, brand loyalty, perceived quality, and brand associations. In the travel industry, the presence of the Web has already created quite a number of strong new brands such as Travelocity and Expedia, and these brands can be enhanced to a great extent by integrating community functions. Other travel companies have already benefited in their brand- building endeavor by adopting virtual community as their business model such as virtualtourist.com and lonelyplanet.com. 5.2. Relationship building A virtual community is regarded as the most effective way of relationship marketing, since it blurs the line between customers, allies, and partners. Tourism organizations can create virtual community environ- ments which may contain valuable options to make the product and service better, to provide more specialized and personalized services and thus build strong custo- mer loyalty. This loyalty built upon the strong relation- ship between customer and travel companies can, in turn, lead to more consumption and sales of travel products and services. It can also reduce marketing costs in terms of developing new markets and retaining the existing markets. 5.3. Category building Tourism organizations can use virtual communities to educate visitors about their entire category of products and services, making them aware of new provision of products and services. This is especially important for market leaders, since they always need to make the customers aware of the most recent advancement and renovations in the development of new products and services. At the same time, travel companies can build their new product or service categories through the mutual communication with customers or by analyzing the communication between customers to find out what they really want and need. 5.4. Cost reduction Virtual communities can be the cheapest form for information dissemination and customer interaction. This is especially true for tourism organizations considering the large amount of information consump- tion and the information-intense nature of tourism products and services (Buhalis, 1998). This cost reduc- tion can be more pronounced given the ubiquity of the information which is made possible by the ever-present power of a communication network by all in a virtual community. Cost reduction has provided the hard numbers to justify many of the Web-based community investments by companies and this has led to commer- cial application for many commercial companies. Travel companies are in a more advantageous position in comparison to other commercial companies to reduce their cost, since their products or services are mainly composed of information. Furthermore, cost reduction can be achieved through increased effectiveness of the information distribution process of the travel companies. 5.5. Revenue provision Since tourism virtual communities can attract a variety of companies specialized in core and periphery tourism products, it is possible for the organizers of the community to adopt provider-based revenue models in which fees are paid to the community by other companies wanting to reach the community members. These revenues may include content sponsorship, banner adverting, prospect fees, and sales commissions. Of course, all these will be dependent on the success of the virtual community and the volume of the traffic. 5.6. Community design Understanding the marketing potential of a virtual community is only half way to capitalizing on the benefits it can generate; the other half mainly depends on the design and maintenance of the community. The appropriate design of the virtual tourism community is based on a comprehensive understanding of the consumers’ functional, social, and psychological needs as well as how these needs interact with each other. Such a travel community should be an integration of content and communication that takes direct communication, individual choice, friendly technology, and diversity of information into consideration. Specifically, a travel community should bring together a broad range of published content, ranging from conventional travel guides to travel magazines and specialized newsletters, as well as on-line brochures and information from tourist bureaus and specific vendor information like airlines schedules and hotel reservation. At the same time the community should provide a rich set of forums for communication between travelers such as bulletin boards and chat rooms where travelers can share their travel experience, provide travel information and tips, and post questions. As these communities evolve, the range, richness, reliability, and timeliness of information available to members is likely to be far greater than that of any information available through more conventional means. 6. Conclusion and discussion Rapid growth and change are the major components of today’s Internet economy, and tourism organizations Y. Wang et al. / Tourism Management 23 (2002) 407–417 415
  • 11. should respond by developing new models of doing business and new ways of making and delivering products and services. There are a number of forces encouraging the tourism industry to adopt different business models and to develop different markets. Information technology has made it possible for anyone to be in contact with any other person. As a result, technological and business applications are literally changing everyday and new cultures are evolving. These technology-nurtured cultures, like the community cul- ture in the cyberspace, have new sets of symbols and rituals of interaction, and they construct their own meaning among themselves. These new cultures will inevitably form strong forces that will lead businesses into new ways of operating, learning and governing themselves in the new commercial forefront. Tourism organizations should understand how to adapt, react and take advantage of these forces so that they can become the water which will sail their business to a new horizon, instead of ruin it. Since tourism is traditionally studied and examined in relation to geographic places or space, it is under- standable that some tourism marketing organizations lack confidence in and basic understandings of how a virtual community can be used as a marketing tool. However, we cannot afford to ignore the revolutionary changes information technology brings us, which inherently affect the ways we think of linking up to each other and our notion about place and space. Fortunately, human beings always react, consciously and unconsciously, to the places where we live and work, in ways we scarcely notice or that are only now becoming known to us. As places around us changeF both the communities that ‘shelter’ us and the large social environments that support themFwill all undergo changes. Since people now can surmount time and space and ‘be’ anywhere, marketing organizations should adapt accordingly and embrace this new space as a marketing tool capable of organizing people’s knowledge about, and desires for, the places they may wish to visit. It is believed that community will gain more importance as the Internet becomes even more pervasive in the new global economy, and it will become the dominant organizing metaphor in the next decade, just like connected desktops as the organizing metaphor for business in the 1980s and 1990s. It can be expected that network technology will further empower people to become more connected and more related to one another. To a large extent these connections and relationships are being formed by customers themselves, and are no longer controlled by the providers of products and services. In order to be successful, tourism community organizers need to provide their customers with shared interests a way to come together, express themselves, conduct easy and secure transactions with goods and services they provide, and try to match and expand upon the various needs of the community and the functional aspects of the Internet. At the same time, they need to adopt different ways of dealing with their stakeholders to facilitate the creation, nurturing, and preservation of intellectual capital in the community building process so that they can enhance their value for the members of the community. The emerging challenge for destination marketing organizations, indeed all members of the tourism industry, is to focus attention on the challenging nature of the tourism business and highlights the tension this change brings about. It is clear, however, that because of the experiential nature of tourism, virtual tourism communities will provide a substantial foundation with which to foster communication among and between travelers and the industry. References Armstrong, A., & Hagel, J. (1996). The real value of on-line communities. Harvard Business Review, May–June. Armstrong, A., & Hagel, J. (1997). Net gain: Expanding markets through virtual communities. MA: Harvard Business School Press. Baym, N. K. (1995). The emergence of community in computer- mediated communication. In S. G. Jones (Ed.), CyberSociety: Computer-mediated communication and community (pp. 138–163). London: Sage. Benedikt, M. (1991). Cyberspace: Some proposals. In M. Benedikt (Ed.), Cyberspace: First steps (pp. 119–224). Cambridge: MIT Press. Bressler, S., & Grantham, C. (2000). Community of commerce. New York: McGraw-Hill. Bromberg, H. (1996). Are MUDs communities? Identity, belonging and consciousness in virtual worlds. In R. Shields (Ed.), Cultures of Internet: Virtual spaces, real histories, living bodies (pp. 143–152). London: Sage. Buhalis, D. (1998). Strategic use of information technologies in the tourism industry. Tourism Management, 19(5), 409–421. Calhoun, C. J. (1980). Community: Toward a variable conceptualiza- tion for comparative research. Social History, 5, 105–129. Clerc, S. J. (1996). DDEB, GATB, MPPB, and Ratboy: The X-files’ media fandom, online and off. In D. Lavery, A. Hague, & M. Cartwrite (Eds.), Deny all knowledge: Reading the X-files (pp. 36–51). Syracuse, NY: Syracuse University Press. Cohen, A. P. (1985). The symbolic construction of community. Chichester, UK: Ellis Horwood. Cothrel, J., & Williams, R. L. (1999). Online communities: Helping them form and grow. Journal of Knowledge Management, March (http://www.grg.com/online/pdf). Dix, Finlay, Abowd, & Beale (1998). Human-computer interaction (2nd ed.). Etzioni, A. (1995). Old chestnuts and New Spurs. In A. Etzioni (Ed.), New communitarian thinking: Persons, virtues, institutions, and communities (pp. 16–34). Charlottesville: University Press of Virginia. Fernback, J. (1999). There is a There ThereFnotes towards a definition of cybercommunity. In S. Jones (Ed.), Doing Internet researchFcritical issues and methods for examining the Net. London: Sage Publications. Y. Wang et al. / Tourism Management 23 (2002) 407–417416
  • 12. Fernback, J., & Thompson, B. (1995). Virtual communities: Abort, retry, failure? (http://www.well.com/user/hlr/texts/vccivil.html). Hillis, K. (1997, April 18). Information Technologies, Subjectivity and Space: Virtual Reality and Social Relations. Text of Speech, Geography Lecture Series, University of Colorado, Boulder. Jefferies. (1997). The role of task analysis in the design of software. Jones, S. (1995). Understanding community in the information age. In S. Jones (Ed.), Cybersociety: Computer-mediated-communication and community (pp. 10–35). Beverley Hills CA: Sage Publications. Kozinets, R. V. (1999). E-tribes and marketing: Virtual communities of consumption and their strategic marketing implications. (http:// www.kellogg.nwu.edu/faculty/kozinets/htm/Research/Virtual/e-tri- bes.htm). Powers, M. (1997). How to program a virtual community. CA: Ziff-Davis Press. Preece, J. (2000). Online communities: Designing usability, supporting sociability. Chichester: Wiley. Rheingold, H. (1994). A slice of life in my virtual community. In L. M. Harasim (Ed.), Global networks: Computers and international communication (pp. 57–80). Cambridge, MA: MIT Press. Rosenblatt, B. (1997). Virtual communities: The benchmark for success online? (http://www.sunworld.com/swol-04-bookshelf. html). Shelton, K., & McNeeley, T. (1997). Virtual communities companion. The Coriolis Group, Inc. Shneiderman, B. (1998a). Designing the user interface: Strategies for effective human-computer interaction (3rd ed.). Reading, MA: Addison-Wesley. Smith, M. A., & Kollock, P. (1999). Communities in cyberspace. New York: Routledge. Walter, J. B. (1995). Relational aspects of computer-mediated communication: Experimental observations over time. Organiza- tion Science, 6(2), 186–203. Watson, N. (1997). Why we argue about virtual community: A case study of the phish.net fan community. In S. G. Jones (Ed.), Virtaul culture: Identity and communication in cybersociety (pp. 102–132). London: Sage Publications. Wellman, B. (1997). An electronic group is virtually a social network. In S. Kiesler (Ed.), Culture of the Internet (pp. 179–205). Mahwah, NJ: Lawrence Erlbaum. Wellman, B., & Gulia, M. (1998). Virtual communities as commu- nities: Net surfers don’t ride alone. In M. Smith, & P. Kollock (Eds.), Communities in cyberspace. Berkeley, CA: Routledge. Werry, C. (1999). Imagined electronic community: Representations of virtual community in contemporary business discourse. First Monday, 4(9), (http://firstmonday.org/issues/issue49/werry/ index.html). Whittaker, S., Issacs, E., & O’Day, V. (1997). Widening the Net. Workshop report on the theory and practice of physical and network communities. SIGCHI Bulletin, 29(3), 27–30. Y. Wang et al. / Tourism Management 23 (2002) 407–417 417